
Introduction
Good Company is a series of campaigns DMed by TheFathomsBelow and played with a couple close friends. Homebrew friendly, based in the WoW universe. We are currently in Westfall for Silver & Gold. We play in Moon Guard | Alliance.
Characters

Art by Ro's Player!
Ro
Young and full of vigor, Ro is a professional swordsman from Gilneas. He had been a soldier up to the 4th war, enjoying now a life of purpose and adventure. He is brawny and tall, his body strong and able despite the signs of the world scarring his form.
Paecia
It's hard not to smile when caught in the persistent ray of sunshine that is Paecia, and that's exactly the mark this enterprising elf wishes to make on every single person she meets.


Art by Eluvian Art
Orpheus
An elusive firebrand like Orpheus manages to draw eyes toward her only to slip into the shadows where needed. She holds a murky past and an uncertain future, dancing on the knife's edge while following her passionate nature to the bitter end.
Moody
Moody was never supposed to leave Westfall. A stubborn optimist with no greater love than those golden fields and people therein - her path was to live and die having never known another sky. A funeral, a horse sale, and a gun changed all of that.

Art by theoasiswinds

Art by Spaceling
Laurie
Darkness lingers in the heart of this ex-Scarlet. He’s a cantankerous leywalker who carries chains of his past wherever he wanders. Laurie will never be rid of the blood on his hands, so he might as well get a bit more on his cassock with the time he has left.

Better Luck Tomorrow
Better Luck Tomorrow is located south of Stone Cairn Lake right off of the main road. While it doesn’t appear significantly different on the outside, the interior is cozier than a typical tavern. An enchantment is cast upon the doorway to relieve stress upon walking in and somehow it seems patrons heal faster within these walls. The fire roars in the hearth while ambient music plays either from magic or a bard. Delicious aromas of freshly baked cheddar biscuits and cinnamon coffee cake await weary travelers. One corner has been converted to a shop for potions and other treasures. Room and board are available upstairs.

Rowan O'Flannigan
Rowan spent her early years in the tumultuous Kirthaven, carrying that particular Wildhammer accent wherever she goes. She’s a spitfire redhead who doesn’t take lip from rowdy customers, but will bend an ear to anyone who needs it. Often covered in flour or with bandaged fingers from a hot stove. She tends to Better Luck Tomorrow with her loving wife, Quinn.

Quinn O’Flannigan
Quinn stands a foot taller than her wife with boxy shoulders. She’s a quiet soul with a honey-soaked voice, often found tip-toeing around the tavern fixing things or cleaning the upstairs rooms. Always dressed to the nines. It’s apparent that she’s mixed heritage of Dark Iron and Bronzebeard. Something about the sharpness in her eyes hints that she knows her way around a battle axe.

Silver & Gold
The Wayward Wayfarers have banded together to answer the call to those in need in Westfall. Each of them with their own motivations and begrudging feelings towards nobles. After discovering that guards dressed in strange black and silver tabards have been patrolling the area, they set out to investigate just what’s going on in the struggling fiefdom. A man hunt is afoot and it’s become a race to who can find the alleged criminal, Albert Palmer.

Silver & Gold
NPCs

Albert Palmer
Wanted Dead or Alive by House Blackrock. Reward is 10,000 gold. Small town coal miner who is a business partner for the Hearth & Hammer blacksmith with his lifelong best friend, Atticus Goldheart.

Fern Cooper
Betrothed to Albert Palmer.

Graham Palmer
Semi-retired blacksmith who currently teaches at the schoolhouse. He owns the Hearth & Hammer; father of Albert Palmer.

Daya
Half-Elven Blackrock mercenary sharpshooter who turned on her comrades to help the party capture and defend.

Ryan "The Worm"
Grand horsemaster for House Blackrock. Currently captured.

The Highwayman
Jack Night, the Highwayman for House Blackrock. Has yet to meet a worthy opponent, quick to anger, and has sworn to seek retribution against the party.

Silver & Gold
Locations

Sentinel Hill
A disjointed peace between the people of Westfall and the guards of Sentinel Hill has finally settled over the garrison. The Breadbasket Guild has been assigned a building to work out of for the headquarters, often bringing in the poor and hungry to clothe and feed. Perhaps some guards don’t like this arrangement, accusing them of stealing resources or personal items. However, this is the central questing hub for village leaders to petition Stormwind for help.

Moonshine Mound
A remote beach used for running moonshine. Our heroes have discovered several full crates of moonshine, snipping one without knowing exactly who it belongs to.

Silver & Gold
Character Sheets
Each player is asked to please keep their section of the Character Sheet Doc updated with abilities, inventory, and money during sessions.

Silver & Gold
The Story Thus Far...
Session 1
During his morning meditation, Ro smells gunpowder in the air from the night before.
It leads them to Old Man Petey’s Turkey Farm who offers them useful information in exchange for helping fix his fence.
They discover the guards had broken the fence in several places, scaring many of Petey’s turkeys off.
There was some sort of gunshot showdown at the back of Petey’s farm.
Petey is from Westfall and made his way to Elwynn to start his turkey farm. His nephew helps him on it.
Petey lied to the Blackrock guards saying Albert went to Goldshire, but he actually saw him leaving with a smaller figure back towards Westfall.
Petey saw that Albert was shot when the figure helped him back.
While tracking Albert, the party sees that near the Westbrook Garrison there aren’t any black and silver tabards.
They are led over the river (not taking the bridge) and to a remote part of the beach.
Orpheus finds two pairs of footprints (one larger, one smaller), it seems they were going around and around.
Paecia finds many crates of moonshine hidden beneath the sand (and takes one full crate!)
Orpheus shares what she knows about Albert Palmer.
The son of Graham Palmer, the old blacksmith of Hearth and Hammer out in Thistlegrove.
Is business partners with his best friend, Atticus Goldheart.
Is a mining developer in Thistlegrove.
Laurie recognizes the name Atticus Goldheart, sharing that he helped do the funeral rites for Mrs. Graham. And that Atticus has a musical magic, he’s the blacksmith who made Ro’s knife.
Moody suggests that the Blackrock tabards have a mountain and pick on their tabards, that perhaps they’re trying to run Palmer out because they found something worth money.
The party decides to make camp and head out for Thistlegrove in the morning, with hopes to find Atticus.
Session 0
The party meets up at Better Luck Tomorrow to order a round of drinks an appetizers.
En route, Moody gets stopped by guards patrolling from Stormwind to Westfall. They're wearing black and silver tabards.
She gets questioned about a wanted man named Albert Palmer.
The party ends up having a fun night of Truth or Dare; they decide to turn in and shop in the morning.
Moody tells the party about the strange guards. This unsettles the group, they decide to ask around tomorrow.
Laurie suggests going to Sentinel Hill to ask Commander Jessie.



Guidelines
Our campaign is designed to be on the shorter side, so it's all hands on deck. Player cancellation means the event is cancelled and we must rescheduled. If you need to cancel please try to give me notice in advance if possible.
Campaign Boundaries are the hard line expectations for all players set at Session 0 so everyone feels comfortable and has fun. If, at any time, you as a player feel like boundaries have been crossed or you feel uncomfortable in general– send me a message. We can always course correct, ret-con, or pause. Communication is vital. I want everyone to feel safe!
Campaigns are DM invitation only, designed for 1-6 players ages 21+. There is zero tolerance for disrespectful, hateful, or creepy behavior.
Getting Started
Session 0
1. Player Consent Form
2. Join GCOOC in-gameDuring session 0 we will all get together at Better Luck Tomorrow for IC hang-out and go over any questions in OOC chat.
Before Session 1
1. Campaign Boundaries
2. Roleplay Chat Settings
3. Combat Rules
4. Character Sheets & Notes DOCIf you've joined me on a previous campaign, please review these again. It's likely things have been tweaked.
Roleplay
We roleplay in Raid Chat and if the party splits into two groups for any IC reasons we will use Party Chat for the second group. Should the party obtain communication devices, all inter-comm conversation should occur in Raid Chat with {brackets} around it.For all OOC chat we use the GCOOC (members only). Any DM music links will be dropped into Discord.
Money
Each player will be allotted X amount of currency based on their socio-economic status. Players will keep track of their currency amount on their Character Sheet, using their coin to buy items to assist in roleplay or combat. They also have the option to earn additional money through quests or even asking NPCs for odd jobs. Player coins are restricted to the campaign, money can’t be brought in from outside RP.
Cantrips & Traits
Cantrips and traits don't have usage restrictions. These are boons to your characters based to assist with roleplay or combat to add some flavor!
Combat
Emotes
This system’s combat is designed to leave room for creativity in writing emotes. Please keep combat emotes under 2 paragraphs-- reading/reacting to previous party members emotes is encouraged!Order:
1. Before combat, players will roll initiative for posting order. Combat order will be posted in Discord.
2. Monster emote first then greatest to least dice rolls.
3. On your turn, you make your rolls first. Then emote.
4. At the end of your emote, please include what attack you're using + modifiers. Here's an example, of course you can use a variation of this!Laurie briskly steps into his magic web, leylines quaking beneath him as he pulls the energy towards him. His baritone music surrounds the party as a thunderous attack booms towards Jason the Thief. ((Special Attack: 3+2 = -5 dmg at Jason the Thief {skull}))
Rolls
Roll | Damage | Heal |
---|---|---|
NAT 1 | -1 to Self | +1 to Enemy |
2-6 | Miss | Miss |
7-12 | -1 | +1 |
13-15 | -2 | +2 |
16-19 | -3 | +3 |
NAT 20 | -6 | +6 |
Health & Healing
All players start with 10/10 HP, they keep track of their current HP in their character sheet. 0/10 HP is not intended to indicate player death, it’s a state of being knocked unconscious in need of ‘resurrection’.Only healing classes can roll to heal themselves or players on their turn. However, any player can buy healing items from the shop and use them in combat. Resurrection can occur during combat or after by a healer or players with resurrection items.
Attacks & Damage
Regular attacks can be written however you feel fits your character best and are a straight /roll 20 for damage.Each player gets a unique special attack which they can use once per combat scenario. The special attack rolls advantage and has a +1 dmg added to it.Any spell may be used as an AoE spell twice per combat scenario.To cast an AoE spell:
1. Damage = “/roll 20” then -1 off the roll
2. /roll #of mobs you’re trying to hit. You decide who gets hit based on that roll.
[IE: If you want to hit all 5 mobs. /roll 5 gets a 3, you pick which 3 mobs to hit in your emote.]
Yes, this can be rolled into your special attack.
Buffs
Players can purchase items from Better Luck Tomorrow (or other campaign vendors) to help heal them in battle, increase their damage output, or allow unique abilities for one turn.Lastly, inspiration, which allows a player to roll advantage on whatever roll they pick, can be rewarded to players by the DM when players take actions that make the game more exciting, amusing, or memorable. Inspiration doesn't stack and will be reset after the session.
Past Campaigns
Coming soon!

Character Basics & Player Consent Form
Stop Light Method: Using stop light colors (green, yellow, red) to indicate level of comfort with designated topics.Green: Enthusiastic consent. Bring it on!
Yellow: Okay if veiled or offstage. Might be okay onstage but requires discussion beforehand. Uncertain.
Red: Hard line, do not include.Not all options provided will be guaranteed to occur in the game - this is a hypothetical list and is not exhaustive. Please feel free to include any possible yellows or reds that were not previously listed.